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Speeder

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Everything posted by Speeder

  1. DirectX12 or Windows10 are probably incompatible with the mod. But it's too new to tell at the moment. :)
  2. You can sometimes get disconnected from the server because you stayed inactive for too long (by inactive I mean not playing online :D). Simply restart the game after you've done your missions as Hypercycle said.
  3. Test Drive Unlimited World Editor V0.04 Changelog *Objects Import/Export *UI update *Now using collada *Complete and detailed user guide inside the archive Download V0.04 Basically, you can now import/export custom mesh + create your own collision (without any size limit/file restriction contrary to the old version). The user guide should explain almost every aspects of the tool. But if you still have questions or need help, feel free to ask here. :D
  4. If you guys play with a nocd the explanation could be there. :D (as you said you have some issues with solo races). 4Gb is enough to run the bigbank option correctly, so the issue shouldn't be there.
  5. What you showed in your pic is something linked to sector streaming, which is really weird if you don't have any fx tweak enabled (sd and hd lower the clipping distance of the sector, but it doesn't set it to 0 anymore so the streaming should be fine). How many GB of RAM do you both have? :D
  6. I'm not really good at 3D (nor at UV mapping), so my first showcase isn't really great (I didn't even make that low poly house :p). But I swear I'll make a eye candy sector to show the tools features. :D Right now, I still need to: - remake the UI - fix some glitches I spotted (like the fact you can't export imported roads; something's wrong when computing the tristrip) - write a decent user guide to use the tool - (and also finish the work started for the next project paradise update :) )
  7. In top of that, converting copyrighted material isn't really legal. :D (unless you could create a tool to convert the files on player's computers?) I slowed down a little bit my work on the editor because of the next update of pp and some technical issues, especially for the multiple UV map system TDU uses... Since .obj doesn't support that features, I was considering swapping to Collada file format... But it ended up being quite messy and buggy as hell (+ it was not compatible at all with 3DS max for some reason and Blender filter was rendering the texture in a weird way :lol:). So in the end, I'll stick with .obj but add some 'stupid' hacks to support the missing features of the format (like creating a mesh for each uv map; it's stupid but I don't really have the choice :p). I might also add an option to disable that feature, but afaik exporting a scene without the original uv map count will give a pretty poor render (and will most of the time crash, that's why I'm taking time to add this feature :D). :)
  8. Use your cd instead of your daemon tool thingy setup (I think you wrote at some point you were using that kind of setup :p).
  9. Sounds like something is bothering securom somewhere. :D Try to check if you didn't install a new software recently.
  10. Could you send the crash Dump via PM if you have one? (you should find it in MyDocuments/Test Drive Unlimited/, a file .dmp) ;)
  11. Yeah you'll just need generate a low poly mesh of the track to use as a collision mesh if the current model doesn't have one. :)
  12. Put a TDU stock house anywhere should be possible with the spot file. Creating your own house model since it's too complex compared to the usual world edition. :)
  13. @ .:TestDriver:. : this issue is probably linked to the HD mod (or maybe you're using a no cd). @ FirzZ : there was already a test for that, it works kinda randomly right now so it still need testing. :) @The Milko : some offline to online profile converter exist but it involves hexadecimal edition.
  14. When it's done. :D Seriously, it'll be available for the next version with the 3D exporter. I still need to fix some stuff (and also write tutorials :p).
  15. You should disable HDR when using -hd option (otherwise you'll get super bright graphics :p). You might try without anything, and then retry with fuel only (irrc options order might be an issue).
  16. Material Editor. :D It should covers most of the object preset (those aren't really shaders as it is written, but I don't want to overcomplicate everything) and texture; it also supports the animation (but you can't edit it atm; maybe later right now I'll start object export). I'll make a fully complete guide when the object export will be done (I was supposed to do that earlier but I changed quite a lot of UI stuff). ;)
  17. Glad to see that people are still creating awesome tools for TDU! :D
  18. It's 100% possible indeed. :) File format used is .obj + .mtl. Texture will be editable in a basic material editor, since the .mtl will only contain colormap of the material (.mtl doesn't allow complex system of layer like TDU uses).
  19. You'll be able to set 3 level (low,mid,high) of fuel consumption and the fuel tank capacity for each slot id available in your database (and the global configuration applied to every slot as well). :D
  20. Custom fuel consumption is planned for the next update (current code is working so far) as well as 2 new fuel station in the north of the island. :)
  21. You need to be sure that the dfe file is at the root of the game. Doing so should allow you to play without the nocd correctly and without crash. If it doesn't work, google is your friend. (can't help for any pirating stuff sorry :D) @ D4N005H: unfortunately that's not possible for stability reasons. :)
  22. Two file with the same extension aren't necessary the same file type. :D Oddworld may (well probably) use a total different compression method (maybe even some kind of encryption) which Djey's tool won't be able to read.
  23. Any antivirus? :) If you have the Nvidia Experience software installed, disable it. If you have a system similar to Nvidia Optimus, use your dedicated GPU.
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